{FIXEDin 1.19g}[1.19f] oom crashes 15 x 16 map 10 ai 25 start world xp nvidia geforce 7600gs AND pics of archery units turning 45 degrees clockwise after firing, and units also squating when injured

started a new game on a elementerra 2 generated map 16 x 15 size 25 starts with all 10 stock races as ai and my custom race & sov,

played for approx 2 hours then video driver crash, no zip, after re-booting computer, did a CLEAN install of the latest nvidia driver v266.58,

loaded last save played on to OOM at another 4 hours, turn(season 259), added dxdiag & saves to zip

loaded last autosave played on for another 5 hours, turn(season) 335, added dxdiag & saves to zip, ram use by elemental exe at oom was only 950mb(worst yet, atleast on earlier builds it would use up to 1.6gb on the elemental.exe, admittedly at about the same turn count(s), and the crash appears to be related to many

DebugMessage:  Unallocated Mem: 1404 bytes of memory from line 222 of E:\Elemental\Kumquat3D-WOM\Source\AStarManager.cpp

which is then followed by a similar count of

Debug Message:  WARNING: CoreRefCount Object 6B346CF4 is being destroyed but it still has 2 references
(note the first hex number is different in each line and the number before the word references is mostly 1 but SOME 2)

and some picies of the archery unit rotation(all taken AFTER the clean re-install of the drivers on a geforce 7600gs system)

the issue is after firing the archery unit(s) all rotate approx 45 degrees clockwise( point to next facing clockwise) this did NOT happen in previous builds

before shot

archery units before shot

at start of shot

at start of shot

and now during the shotduring the actual shot

and now the same unit JUST after shooting

just fter the shot showing the clockwise rotation of pose

as you can see in the last pic the units pose has been rotated by 1/8 of a rotation clockwise, and when the next shot is set the unit then jumps back to the correct facing.

I did not take any screenshots of the varoius units doing squats when injured, and when hit a second time standing up for the hit, but then squating unless it dies.

harpo

edit these issues have been fixed in 1.19g

harpo

 

4,766 views 4 replies
Reply #1 Top

 

  The first debug you provided isnt an OOM.  You may have run into a crash, but you never go over 600 meg of memory.

  The second one is an OOM but Elemental isn't even using a Gb of memory.  So it is an OOM, but because something else is taking up your memory.  Still we are checking it out to see if there is anything we can improve on our end.

  I know the developer is lookign at your graphic issues, that nvidia card has been problematic for us.

Reply #2 Top

derek, the AVAILABLE ram on the computer was over 1gb, and yes the 7600 was also problematic back in the beta3,

I do have other programs running in the background, including a old noroton systemworks withPM free displayed, along with task manager so that I can see the ram use, and elemental was the largest ram user(sorted by ram used in task manager)

harpo

 

Reply #3 Top

The graphical problems in this thread are being addressed in the 1.19g update  (see change log here: https://forums.elementalgame.com/406499)

I was not able to test with the exact same card as you, but using a similar card I was able to get some graphical "glitching" that I believe is caused by the same thing that is causing the problem with your graphics card.  When this update becomes available please install it, and let us know if the problem  persists.  Thank you.

- CC

Reply #4 Top
Thanks alot for fixing this with 1.19g for me. Now I can test elementerra 2 maps in all their glory... :)